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Now I'm looking at this and thinking about strategy. For any given roll they can both spend Luck and Push (thereby taking a Condition) to reroll the failures in their dice pool. Each die rolled this way has a 1 in 6 chance of becoming a success. But then, as part of the Extended Test, they can trade...

It looks like every Kid rolls once, adding dice for attribute, corresponding skill, and items they may have in their possession. They get to reroll all the dice that failed by spending a Luck Point, once per test. And after that, if they have at least half the successes they need to pass the Extende...

Additional fun note: These are for a demo running at the FLGS over the course of Tuesday evenings in June (so, one week for character creation and three weeks or about 6–8 hours of play). So they start in just over two weeks. And I wanted two different Mysteries running at about the same time, to pr...

Now that I've gone through some of the published adventures looking at the benchmarks, I can't help thinking the rule itself is a little fantastic, and not in a good way either. For instance, in the aftermath of "Grown-Up Attraction" from the main rulebook (p. 142), it's put forth that "If the Kids ...

And so it came to pass, that at the Friendly Local Game Store (FLGS), they wanted someone to run a game each Tuesday in September. This is a thing they do, showcasing a different game each month, creating characters the first week and running through the adventure in the weeks that follow. For June...